Monday, January 9, 2023

Horses and Donkeys and Mules, Oh My!

War Horse by Anndr, Deviantart

Taking the dust off an old topic, I’m endeavoring to blend together RW equine breeds, B/X-BECMI and AD&D game mechanics, and fantasy world references to Mystara, Greyhawk, Forgotten Realms, and Calidar (my own fantasy world). The original concept spun from the thought that horses are uncanny judges of character who may or may not like particular individuals when they first meet them. The idea is to make horses more than just cardboard props in the game, giving them more personality and color to go beyond boring stat block descriptions.

            The next logical step is to address how an equine progresses once it adopts a rider, earning extra HD and special abilities while its owner earns experience. This suggests that a rider should never want to lose a trusty companion, leading to the introduction of legendary steeds for fabled heroes. So, yeah, a level 20 fighter might be riding something more than a 2 HD nag.

            I will have to split the article into multiple parts, as I intend to cover more than just horses, donkeys, and mules (Oh My!), elaborating upon other mounts such as camels, giants boars, dire wolves, zebras, elephants, and why not too: colt-pixies, griffons, hippogriffs, unicorns, pegasi, wyverns, etc. There’s plenty of meat on this subject. Since this article covers multiple OSR games, some stats had to be adjusted, like toning down the old “killer mule” to better fit within the range of other equines (sorry: mules really shouldn’t have as many HD as heavy warhorses).

            Before going further, I wanted to convey my sincere thanks to Ann Dupuis, long-time creative collaborator to the Mystara game world at TSR, and Janet Deaver-Pack, my editor, for helping out with this article and making useful suggestions.

 

Some Horse Sense:   Types of Mounts

            To reflect established game mechanics, mounts are divided into specific categories. I suggested a few breeds for each, named after regions of their native game worlds (Mystara, Greyhawk, Forgotten Realms, and Calidar). They are loosely inspired by real-world breeds. The article describes far fewer than actually exist. In a lot of cases, those given here can easily be replaced with others of interest to a DM or a player. For example, the Percheron isn’t listed among heavy warhorses in this article, although its medieval ancestor most certainly qualified; it could easily replace or come in addition to one described here. The list of breeds is intentionally kept to a minimum, enough to show how the categories, horse stats, and game mechanics compare, enabling DMs to design more.

 

·  Heavy Warhorses: Destriers no longer exist in today’s real world. They stand as the rarest and most expensive mounts. Massive and powerful, they lack speed and stamina limiting how far they can gallop, which explains why knights do not use destriers as riding horses. The common belief that destriers were huge isn’t necessarily historical but it fits the game well. Lighter mounts make better choices for adventurers.

·  Draft Horses: Ponderous but powerful, draft horses are placid mounts, untrained for combat. They belong on farms or are mostly used to pull carts, wagons, and plows.

·  Medium Warhorses: The term “charger” normally refers to warhorses in general, but for the sake of this article, they only refer to medium warhorses since no other term closely fits. Strong and aggressive, these mounts are best suited for battlefields. Historically, there is no such thing as a "medium" warhorse; the concept probably goes back to D&D's origins as a tabletop miniatures wargame.

·  Light Warhorses: Coursers are used for light cavalry, scouts, and messengers. They were the most common combat mounts in RW medieval Europe, with good speed and stamina. Versatile and able to fight without fleeing at the first sign of trouble, they are ideal for adventurers, especially fighter types.

·  Riding Horses: Palfreys are not trained for battle, so, like most mules and donkeys, they flee if possible rather than fight an attacker. Palfreys are easy and comfortable to ride and agile. They make good choices for thieves and magic-users.

·  Ponies: Tall ponies, especially used by steppes horsemen, can be considered combat mounts. Small ponies are usually not, although a DM might allow them some latitude to accommodate dwarven, halfling, and gnome fighters.

·  Mules: They can be ridden like horses or more often in an RPG context used to pull carts or carry packs. Mules are also best for difficult, rocky terrain.

·  Donkeys: Though nothing to bray about, donkeys are the most affordable mounts and pack animals. Best suited for arid climates, they are nonetheless easy to find and faithful companions to owners they like and trust. This includes wild asses, kiangs, and onagers, although the latter are larger and more horse like.

 

The term “rouncey” isn’t used in this article; rounceys are ordinary, all-purpose horses, cheaper than palfreys and coursers (they do not qualify as chargers or destriers). Rounceys do not enjoy special abilities and stat modifiers associated with palfreys and coursers, but they are 20% cheaper.

 

Hoofing it:   Charge Maneuver

            Historical charging distances aren’t particularly clear, especially with three different categories of warhorses. A convenient rule of thumb is to equate a warhorse’s MV rate per turn with the distance in yards before a charging mount must undergo a Constitution check. If the roll fails, the horse is winded: it can only walk or trot, and it fights with a –2 penalty to hit. It can recuperate with a successful Con check rolled every d4+5 rounds thereafter. Con modifiers for all mounts are listed later in this article. Each plus or minus adds +/– 20 yards to the charging range.

            For example: A destrier can safely charge up to 120 yards, 180 for a charger, and 240 for a courser. Compare this with the outdoors ranges of longbows: 70/170/210 yards or 80/160/240 yards for heavy crossbows. Before charging at top speed, horses first approach at a trot and then at a slow gallop.

 

No Horsing Around:   Travel Distances

            They depend on movement rates, however, different categories of mounts travel at different speeds. A convenient rule of thumb suggests dividing by 6 a mount’s MV rate per turn to obtain the approximate travel distance in miles/day on flat, open terrain. So, if a palfrey can move at 210 yards per turn, it can safely travel 35 miles per day; that is 20 miles for a destrier, 30 miles for a charger, and 40 miles for a courser. Pushing farther requires a Con check. If the roll succeeds, the mount may continue for another d4+5 miles before another check is required. If the roll fails, the horse must rest. If denied, another check is required for every d4+5 miles further; any failure results in the mount’s complete exhaustion or outright death.

            Note: The average march distance for an army of the Middle Ages was between 8 and 13 miles per day, or about 20 miles if force-marching. Roads do not enable mounts to go farther than suggested above, however, they ease pulling carts, carriages, and wagons when open terrain and trails have become soft and muddy. Paved roads can also be hard on horses’ legs.

 

Get Off Your High Horse:   Loads

            As a simple rule, horses can comfortably carry loads 20% of their weights. Mules can carry loads about 25% of their weights. Equine weights are listed for each breed later in this article. Horses can drag behind them up to 10% of their bulk in “dead weight,” like a plow or a log. They can also pull wheeled loads up to four times their own weight across a flat, horizontal surface. Reduce these capabilities –25% for each instance of the terrain being sloped, rough, or soft (like mud or sand).

            Plus or minus Strength modifiers add +/–10% to carrying, dragging, and pulling totals. So a draft horse with a +2 Str bonus can pull about 8,000 pounds + 20% = 9,600 lbs., or drag up to 260 lbs. Strength checks are needed to drag or pull heavier loads or anything up a steep slope.

            Encumbrance: Mounts carrying more than the above limits are considered encumbered—their MV rates are halved as well as their travel distances per day, and they incur 1d4–1 damage per hour. Mounts refuse to move if made to carry, drag, or pull more than twice the loads listed above.

 

Making Hay:   Reaction Checks

            A mount doesn’t always react well to someone it meets the first time. It uses its equine senses to judge a rider’s perceived or imagined character. The first encounter requires a reaction check rolled under the rider’s attribute listed in the breed’s preferences. This attribute merely gives impressions to an observant steed about a visitor's personality, appearance, and demeanor. The purpose of reaction checks is to make D&D-style game stats relevant to a hero's choice of a mount.

            Example: The first destrier listed in the Types of Mounts table indicates preferences for half-orcs and Strength +13. This means reaction checks should be rolled under the rider's Strength attribute. This also means reaction checks get a bonus if the rider is a half-orc and/or has a 13+ Strength.

            Modifiers profiling a rider and a mount are listed in this section. They all apply to reaction checks. If the roll succeeds, the mount accepts its rider without a fuss. If it fails, the owner’s future riding checks incur a –2 penalty and the mount a –1 to its Morale rating (ML). A new reaction check can be rolled when the rider earns a new experience level or at the DM’s discretion. Preferences and dislikes are listed in the breed’s description later on (preferred alignment guidelines follow after all the breeds’ descriptions).

 

·  Favorable Reactions: The mount comes and greets the visitor, gives a friendly nicker or whinny, nudges the visitor, rests its head on the visitor’s shoulder, breathes gently in the visitor’s face, moves aside when pushed, grooms or lips the visitor, follows a visitor’s lead, etc. If the reaction check succeeds by at least 3 pts, the mount earns an extra +5% on future XPs.

·  Unfavorable Reactions: The mount fails to come when called, pins ears back, raises head, pulls back on its lead, raises its head to prevent being haltered, refuses to move when pushed, defecates on visitor’s boots, swats visitor with its tail, steps aside when the visitor tries to mount, bites or kicks when irritated, refuses to jump obstacles, attempts to throw its rider and bolts when spooked, etc. If the reaction check fails by at least 3 pts, the mount incurs a –5% penalty to all future XPs earned.

 

Rider’s Modifiers:

Horse culture: +1 (such as horse nomads, horse breeders, etc.)

Rider speaks the language of equines: +1

Riding skills: +1

No riding skills: –1

Preferred race: +1

Disliked race: –1

Preferred attribute: +1

Disliked character class: –1*

Preferred alignment: +1

Disliked alignment: –1

(*) B/X-BECMI dwarves and halflings count as fighters; elves count as both fighters and magic-users. Remember, you can lead a horse to water, but you can’t make it drink.

 

Mount’s Modifiers

Mount is a stallion: –2 (+1 to ML, +1 to attack rolls)

Mount is a gelding: +1 (+1 to ML)

Mount is a mare: nil (+1 Con bonus up to 18)

Mount belongs to someone else: –1

Mount has more hit points than rider: –1

Mount is sick, hurt, irritated, or frightened: –1 to –3

 

Adjusted Morale ratings are limited to 11 (B/X-BECMI) or 18 (other OSR games).

 

Straight From the Horse’s Mouth:   Mount Attributes

            Standard game mechanics dictate Intelligence and alignment. Roll for Strength, Dexterity, and Constitution using 2d4+8. I’ve opted for this approach with the idea that mounts should have medium-to-good attributes. As a game mechanic, it also ensures that a mount’s stats do not max out right from start, which prevents breed-specific modifiers from being wasted. The breeds’ descriptions specify these modifiers. The idea that mounts can earn experience is introduced later in this article. When leveling up, a mount can further improve some of its attributes.

            For example: A destrier receives a +2 bonus to Str, as well as a –1 penalty to Con and Dex. Wis and Cha are irrelevant unless a DM expects to roleplay horses among themselves.

            Horse heights are measured in hands, from ground to withers. A hand is equal to 4 inches (10.16 cm). Sizes and weights given in the descriptions are for the biggest equines. For the sake of simplicity, assume that mares are at most ½ hand shorter than average (if at all) and no more than 10% lighter.

            For genders, roll 1d6: 1. Stallion, 2-3. Gelding, 4-6. Mare.

 

Types of Mounts

d%

Type: Destrier (Heavy Warhorse)

1-3

Breed: Hattian (Mystara), Pomarj (WG),          Theskian (FR), Heartlander (Calidar)

Size: up to 21 hands

2 HD+11

MV 120’ (40’)

Treat as 3 HD monster

+2 Str

–1 Con/Dex

High Jump: 2½ft (0.8 m)

Long Jump: 6½ft (2m)

Preferences: Half-orcs, Strength 16+

Dislikes: Elves, ½ elves, magic-users

Description:  With distant ogrish pedigree, these warhorses are known as the tallest and among the more aggressive of their kind. Stallions may be black, bay, brown, or grey. Mares and geldings may be black, bay, brown, gray, or roan. Feathering covers the legs, and their hair is fine, straight, and silky. Weight: up to 1,100 kg (2,430 lbs.).

RW Inspiration: English Shire

Market Value: 1,200 gold or more

4-6

Type: Destrier (Heavy Warhorse)

Breed: Penhaligon (Mystara), Furyondian (WG),     Cormyrian (FR), Antasian (Calidar)

Size: up to 20 hands

2 HD+11

MV 120’ (40’)

Treat as 3 HD monster

+2 Str

–1 Con/Dex

High Jump: 3ft (0.9 m)

Long Jump: 7½ft (2.3m)

Preferences: Humans, Charisma 13+

Dislikes: Halflings, gnomes, thieves

Description: Bred for knights and among the most expensive battlefield mounts, these brave and energetic warhorses are well-muscled and strong, with an arched neck, high withers, and a sloped shoulder. Their gaits are active, with clearly lifted hooves and a general impression of power and quality. Weight: up to 910 kg (2,200 lbs.).

RW Inspiration: Clydesdale

Market Value: 1,200 gold or more

7-11

Type: Draft Horse

Breed: Breed: Darokin (Mystara), Rauxin (WG),      Amnian (FR), Oosterdam (Calidar)

Size: 21½ hands

2 HD+8

MV 90’ (30’)

Treat as 3 HD monster

+2 Str

–1 Dex

High Jump: 2½ft (0.8 m)

Long Jump: 6½ft (2m)

Preferences: None

Dislikes: None

Description: These horses are found chiefly on farms whose owners can afford one. Among the tallest horses, a prize stallion was once recorded as the largest living horse. Known as gentle giants, they are docile, and quite willing to please. Colors are light chestnut with a flaxen mane and tail, sometimes called "sorrel"; other coats are bay, black, gray, blood bay and roan. Weight: up to 1,150 kg (2,490 lbs.).

RW Inspiration: Belgian

Market Value: 50 gold or more

12-14

Type: Charger (Medium Warhorse)

Breed: Shirefoot (Mystara), Hopsberg (WG),           Aglarond (FR), Steinfold (Calidar)

Size: up to 17 hands

1 HD+10

MV 180’ (60’)

Treat as 2 HD monster

+1 Str

High Jump: 3½ft (1.10 m)

Long Jump: 9ft (2.70m)

Preferences: Elves, ½ elves, Cha 13+

Dislikes: Dwarves, clerics

Description: The breed is most often black, or more rarely chestnut or bay. It owns powerful, sloping shoulders, a muscular body with a strong, sloping hindquarter and a low-set tail. Limbs are short but strong. It also has a long, thick mane and tail, often wavy, and long, silky hair on the lower legs. Weight: up to 750 kg (1,650 lbs.).

RW Inspiration: Friesian

Market Value: 450 gold or more

15-17

Type: Charger (Medium Warhorse)

Breed: Heldanner (Mystara), Keolander (WG),        Chondathan (FR), Hallai (Calidar)

Size: up to 16 hands

1 HD+10

MV 180’ (60’)

Treat as 2 HD monster

+1 Str

High Jump: 3½ft (1.10m)

Long Jump: 9ft (2.70m)

Preferences: Humans, Wisdom 13+

Dislikes: Half-orcs, magic-users

Description: Powerful yet elegant, this breed looks like polished marble, leading to its "White Marble Steed" nickname and lordly demeanor. Most are light gray, or a few pure white, black, or dark bay without heavy feathering on their lower legs. Coats are silky and the manes fine and bushy when not cropped. Weight up to 750 kg (1,650 lbs.).

RW Inspiration: Boulonnais

Market Value: 450 gold or more

18-20

Type: Charger (Medium Warhorse)

Breed: Dunadale (Mystara), Eastfair (WG),          Nelanther (FR), Palatine (Calidar)

Size: up to 16 hands

1 HD+10

MV 180’ (60’)

Treat as 2 HD monster

+1 Str

High Jump: 3½ft (1.10m)

Long Jump: 9ft (2.70m)

Preferences: Half-orcs, Strength 14+

Dislikes: Elves, ½ elves, thieves

Description: Stocky, muscular, and versatile, it can be used for cavalry, to pull carriages, or in farming. Coats include chestnut, bay, and seal brown with occasional white markings. Tails and manes are black and often cropped. Calm but with a strong personality, it is hardy and accepts rugged living and changes in climate. Weight: up to 900 kg (1,930 lbs.)

RW Inspiration: Norman Cob

Market Value: 450 gold or more

21-25

Type: Courser (Light Warhorse)

Breed: Belcadiz (Mystara), Nyrondale (WG),         Evereskan (FR), Torreón (Calidar)

Size: up to 15½ hands

1 HD+8

MV 240’ (80’)

Treat as 2 HD monster

+1 Con

High Jump: 4ft (1.20m)

Long Jump: 12ft (3.60m)

Preferences: Elves, ½ elves, Cha 13+

Dislikes: Half-orcs, thieves

Description: Strongly built and compact yet elegant, this breed has a long, thick mane and tail. Its most common coat color is gray, although many other colors exist. This courser is known for its intelligence and docility (roll two Int checks and keep the best score). When treated with respect, they are quick to learn. Weight: up to 450 kg (1,000 lbs.).

RW Inspiration: Andalusian

Market Value: 150 gold or more

26-30

Type: Courser (Light Warhorse)

Breed: Abbashani (Mystara), Tusman (WG),         Calimshani (FR), Jhufari (Calidar)

Size: up to 15 hands

1 HD+8

MV 240’ (80’)

Treat as 2 HD monster

+2 Con

High Jump: 4ft (1.20m)

Long Jump: 12ft (3.60m)

Preferences: Humans, Wisdom 13+

Dislikes: Dwarves, Clerics

Description: These natives of dry deserts have refined, wedge-shaped heads, large eyes, large nostrils, and small muzzles. These horses are strong, sound coursers with superior stamina. Of high spirit and alertness, they react poorly to coarse treatment or abuse. Coat colors include bay, pale gray, chestnut, black, and roan. Weight: up to 450 kg (1,000 lbs.).

RW Inspiration: Arabian

Market Value: 150 gold or more

31-35

Type: Courser (Light Warhorse)

Breed: Darokin (Mystara), Nevonder (WG),          Chessentian (FR), Hochwalder (Calidar)

Size: up to 15 hands

1 HD+8

MV 240’ (80’)

Treat as 2 HD monster

+1 Con

High Jump: 4ft (1.20m)

Long Jump: 12ft (3.60m)

Preferences: Half-orcs, Strength 13+

Dislikes: Elves, ½ elves, magic-users

Description: Used throughout history as a cavalry horse, the breed is noted for loyalty and bravery in battle. Coats are most often dark or light bay, at times with a metallic sheen; they may also be gray or chestnut, or occasionally palomino, piebald, or skewbald. Horses with a blaze and four white socks are considered lucky. Weight: up to 450 kg (1,000 lbs.).

RW Inspiration: Marwari

Market Value: 150 gold or more

36-42

Type: Palfrey (Riding Horse)

Breed: Feadoras (Mystara), Sunndi (WG),           Silverymoon (FR), Meryadale (Calidar)

Size: up to 15 hands

1 HD+6

MV 210’ (70’)

Treat as 2 HD monster

+2 Dex

High Jump: 4ft (1.20m)

Long Jump: 12ft (3.60m)

Preferences: Elves, ½ elves, Dex 13+

Dislikes: Dwarves, clerics

Description: The breed is a well-proportioned animal of moderate height and build, with a deep chest, well-sprung ribs, and a strong, medium-length back with broad, well-muscled loins. A gaited horse with a spotted coat, it is particularly quiet, picking the best path through brush or rocky terrain. Scouts and guerilla-type warriors favor this mount. Weight: up to 500 kg (1,100 lbs.).

RW Inspiration: Spanish Jennet

Market Value: 75 gold or more

43-49

Type: Palfrey (Riding Horse)

Breed: Minroth (Mystara), Ulek Cob (WG),         Dambrathian (FR), Phrydian Cob (Calidar)

Size: up to 16 hands

1 HD+7

MV 210’ (70’)

Treat as 2 HD monster

+1 Dex

High Jump: 4ft (1.20m)

Long Jump: 12ft (3.60m)

Preferences: Elves, ½ elves, Int 13+

Dislikes: Humans, fighters

Description: The breed may be any solid color, usually black, grey, chestnut and bay, and occasionally buckskin or palomino. They are trustworthy, of a good disposition, spirited, with good endurance and intelligence (for Int checks roll twice and pick the best roll). The breed also includes mountain pony variants, as little as 11 hands tall (up to 240 kg/530 lbs.). Weight: up to 680 kg (1,500 lbs.).

RW Inspiration: Welsh Cob

Market Value: 75 gold or more

50-56

Type: Palfrey (Riding Horse)

Breed: Ispan (Mystara), Ketish (WG), Moonshae (FR), Valiente (Calidar)

Size: up to 15 hands

1 HD+6

MV 210’ (70’)

Treat as 2 HD monster

+1 Dex

High Jump: 4ft (1.20m)

Long Jump: 12ft (3.60m)

Preferences: Humans, Wisdom 13+

Dislikes: Half-orcs, thieves

Description: Often with a thick mane and tail, this gaited breed is found in all horse colors. Some possess striking amber, yellow, or bright orange tiger eyes. Its ride is so smooth that a glass of wine could stand on the rider’s head and not spill even a drop. This mount is quick to react (+1 Initiative bonus to both horse and rider). Weight: up to 450 kg (1,000 lbs.).

RW Inspiration: Paso Fino

Market Value: 75 gold or more

57-64

Type: Mule, tall

Breed: Cragstrot (Mystara), Barrensrover (WG),       Mulhorand (FR), Nygard (Calidar)

Size: up to 17 hands

1 HD+8

MV 180’ (60’)

Treat as 2 HD monster

+1 Con

+1 Dex

High Jump: 5½ft (1.70m)

Long Jump: 16½ft (5m)

Preferences: Half-orcs, Dexterity 13+

Dislikes: Halflings, gnomes, clerics

Description: At ease in broken lands and mountain paths, this mule isn’t easily spooked (+1 to Morale rating) nor does it bray at the wrong time. Its great stamina and frugal needs enable it to work long hours (for Con checks, roll twice and pick the best score). Coats range from gray to buff with dark manes and tails. Weight: up to 680 kg (1,500 lbs.).

RW Inspiration: Mule

Market Value: 15 gold or more

65-72

Type: Mule, small

Breed: Dengarsdale (Mystara),  Perrenlander (WG),    Vaasan (FR), Hamarfold (Calidar)

Size: up to 14 hands

1 HD+6

MV 150’ (50’)

Treat as 2 HD monster

+1 Con

+1 Dex

High Jump: 4½ft (1.40m)

Long Jump: 13.5ft (4.10m)

Preferences: Dwarves, Int. +13

Dislikes: Humans, fighters

Description: Hardheaded and capricious with folks it dislikes, this mule often accommodates dwarven handlers whom it enjoys nudging and teasing on occasion. Sure-footed, it is an ideal beast of burden for tight quarters, such as mines and dungeons (for Dex checks roll twice and pick the best roll). Weight: up to 400 kg (900 lbs.).

RW Inspiration: Mule

Market Value: 10 gold or more

73-80

Type: Pony, tall

Breed: Ethengarian (Mystara), Paynim (WG),          Eastern Shaar (FR), Bellerian (Calidar)

Size: up to 14 hands

1 HD+7

MV 180’ (60’)

Treat as 2 HD monster

+2 Con

High Jump: 4ft (1.20m)

Long Jump: 12ft (3.60m)

Preferences: Dwarves, Dex +13

Dislikes: Half-orcs, magic-users

Description: If not of a great stature, these horses are frugal, hardy, wily, and tread safely in rough terrain. Manes and tails are very long; their strands are often used for braiding ropes. Ideal mounts for grass steppes or cold deserts, they can gallop for 10 km without a break. A team of four can draw a cart with a 4,400 lbs. load for 50–60 km a day. Weight: up to 270 kg (600 lbs.).

RW Inspiration: Mongolian Pony

Market Value: 30 gold or more

81-88

Type: Pony, small

Breed: Klantyre (Mystara), Ratikan (WG),        Damaran (FR), Tórburrow (Calidar)

Size: up to 10 hands

1 HD+4

MV 120’ (40’)

Treat as 1 HD monster

+1 Dex

High Jump: 1.5ft (0.50m)

Long Jump: 3ft (0.90m)

Preferences: Halflings, gnomes,        Int +13

Dislikes: Fighters taller than 4 feet

Description: It has a small head, widely spaced eyes, small and alert ears, and short, strong legs. With a long thick mane and tail, its dense double winter coat helps withstand harsh weather. It may be of any known horse coat color other than spotted. They work well in mines, dungeons, and hilly terrain. Miniature ponies stand no more than 2’ tall. Weight: up to 225 kg (500 lbs.).

RW Inspiration: Shetland Pony

Market Value: 20 gold or more

89+

Type: Donkey

Breed: Common

Size: 12-15 hands

1 HD+5

MV 120’ (40’)

Treat as 1 HD monster

High Jump: 3½ft (1.10m)

Long Jump: 10½ft (3.20m)

Preferences: Halflings, gnomes,       Cha +13

Dislikes: Half-orcs, fighters

Description: Donkeys are well suited for arid lands. Their large ears help cool their blood and can pick up faint sounds (hear noise as a thief of the same level). Many have dorsal and shoulder stripes. The most common coat colors are respectively gray, black, brown, roan, brown and white, or black and white; all white is the rarest. They are notoriously stubborn especially when self-preservation is at stake. They actually don't like ogres except those with trumpet-shaped ears.  Weight: up to 180-225 kg (400-500 lbs.).

RW Inspiration: Donkey

Market Value: 5 gold or more

 

Note from Ann:   Bay is a hair coat color of horses, characterized by a reddish-brown or brown body color with a black point coloration on the mane, tail, ear edges, and lower legs. Bay is one of the most common coat colors in many horse breeds. Chestnut is a hair coat color of horses consisting of a reddish-to-brown coat with a mane and tail the same or lighter in color than the coat. Chestnut is characterized by the absolute absence of true black hairs. It is one of the most common horse coat colors, seen in almost every breed of horse.


Strength

            Strength concerns a mount’s ability to carry, drag, or pull weight (see earlier). Combat bonuses from the mount’s adjusted Str attribute also affect hit rolls and damage inflicted with hooves or trampling during a charge. The mount’s Str bonus does not carry over to hit and damage rolls from the rider’s weapons.

 

Endurance

            Constitution primarily governs how long mounts can ride (see earlier). Endurance does not modify a mount’s hit points. The attribute also affects the mount’s lifespan (and its market value), as well as its ability to resist diseases.

 

Agility

Jump Bonuses

Mount’s Weight (lbs.)

High Jump

Long Jump

Dexterity Modifiers

1,701+

0.20

0.40

1,401-1,700

0.30

0.80

1,101-1,400

0.40

1.20

801-1,100

0.50

1.60

601-800

0.40

1.20

401 600

0.30

0.80

Up to 400

0.20

0.40

            A mount’s Dexterity affects its ability to jump obstacles and move through difficult terrain. Dexterity bonuses do not modify its Armor Class. AC bonuses apply instead to the mount’s Initiative rolls and its rider’s (when mounted).

            Basic jumping abilities are listed with each breed’s description. Jumping requires at least 60’ of lead space for the mount to canter or gallop and gain enough momentum. Mules can jump from a standstill. Basic jumping abilities are for unencumbered mounts. Jumping while encumbered requires a Dexterity check.

            Dexterity may increase or decrease jumping abilities. Dexterity modifiers depend on the mount’s weight. Subtract 10 from the mount’s attribute score, then multiply this result by the modifier in the Jump Bonuses table.

            For Example: A mount’s description indicates it can jump 4ft high. If it weighs 1,000 lbs. and enjoys a Dexterity of 16, its high jump modifier is: (16–10) x 0.5 = +3ft. This mount can jump 7ft high if unencumbered. To jump higher (up to 8ft), it requires a Dexterity check.

            For game purposes, assume a mount cannot jump more than 1ft higher or 3ft longer than its adjusted ability (at the DM’s discretion). Attempting to jump beyond adjusted abilities requires a Dexterity check. It incurs a –2 penalty when jumping while encumbered and beyond the mount’s adjusted ability.

 

Morale

Morale Ratings (ML)

Mount

B/X-BECMI

Other OSR

Draft Horse, Donkey

6

10

Palfrey, Pony, Mule

7

12

Courser, Charger

8

14

Destrier

9

15

            Established game mechanics provide Morale ratings (ML). They increase with every 4 new HD earned. A 12 always fails (with B/X-BECMI) or a 20 (with other OSR games); see Advancement Table later on for related details. Excess bonuses, however, can be used to offset extra penalties assessed by a DM. Morale also affects how easily a horse gets spooked when sensing a threat. If Morale ratings are unknown, use the table on the upper right.

 

Intelligence

            Chosen game mechanics set the mounts’ Int attributes. Intelligence can improve when a mount earns experience. Level advancement is detailed later in this article. Though animals cannot talk regardless of how much their scores improve, this rare and quasi-magic ability might still be gained at high level.

 

Dark Horses?   Alignment

For AD&D roll 2d10

2-3. LG

4-5. CG

6-7. NG

8-9. LN

10-12. N

13-14. CN

15-16. NE

17-18. LE

19-20. CE

For BX/BECMI roll 2d6

2-4. L

5-9. N

10-12. C

            Standard game mechanics dictate what a steed’s alignment is. On the other hand, mounts may prefer different alignments for their riders. This isn’t related to a breed but rather to the sorts of people who raised the mount. For example, if an order of paladins groomed a horse, it should prefer Lawful or LG riders, vs. others raised in a druidic environment, or by elves, or by rather sinister owners, etc. In this respect, a mount’s preference may depend on who raised it or perhaps on its present owner, at the DM’s discretion.

            The "disliked" alignment is the one directly opposed, such as Lawful vs. Chaotic, or Lawful Good vs. Chaotic Evil. If the steed's preference is "Neutral" then there can be no disliked alignments. If a mount has increased its Intelligence rating above the standard animal attribute and gained at least 3 experience levels with the same owner, it should adopt its owner’s alignment. If a random roll is more desirable use the appropriate table above.

 

Horses of a Different Color:   Earning Hit Dice

            A mount gaining levels like its rider opens the barn doors to the creation of legendary steeds for high-level heroes, which better fits fantasy worlds. It doesn’t make much sense for a level 20 warrior to ride a mount with at best 3 HD +3. Epic heroes ought to ride equally fabled steeds. If your basic nag in conventional gameplay were expendable, a fabulous steed shouldn’t be and should probably have a backstory and personality of its own.

            If a mount has been owned and used frequently at least from the time its rider last leveled up, the mount may progress as well when its owner earns subsequent levels. It gains experience equal to 10% of what its rider earns. For example, an adventurer acquired a donkey sometime after attaining level 2; when the owner reaches level 4 (and all levels thereafter), the proud quadruped may earn a level of its own. That level 1 donkey starts out with its base Hit Dice, as described in standard game mechanics. At level 2, the “improved” donkey earns an extra HD, and so on. There is no theoretical limit for mounts to level up. If its owner changes, the mount retains its acquired level and continues its experience progression with a new owner. Multiply the mount’s fair market value by its level. So, a level 9 destrier with 11+3 HD is worth 1,200 x 9 = 10,800 gold.

            Mounts acquire abilities when they level up. They are listed in the Advancement Table below. Attribute bonuses remain at the players’ discretion (up to 18 Str, Int, Dex, or Con; for the AD&D game, Strength gains can reach up to 1800). The DM could opt to enable attributes 19+ for mounts level 10 and higher. Upcoming articles will introduce exotic mounts and monsters whose attributes could easily exceed 19. The d% column is an optional randomizer, should one be needed.

            For example: A level 9 mount enjoys the following bonuses: fights as a monster with 9+ HD, +2 damage per attack, +2 AC bonus, +2 attribute bonuses, +2 to its Morale Rating, and magical empathy with its rider. And those aren’t horsefeathers!


Mounts’ Advancement Table

Experience Progression

HD

Abilities

d%

Level

B/X-BECMI

AD&D 1E

AD&D 2E

D&D 5E

1-40

1

0

0

0

0

Base

Per standard game rules

41-58

2

200

201

200

30

+1 HD

+1 ML

59-72

3

400

401

400

90

+2 HD

+1 bonus to one attribute

73-82

4

800

801

800

270

+3 HD

+1 to natural AC

83-89

5

1,600

1,801

1,600

650

+4 HD

+1 damage per attack

90-94

6

3,200

3,501

3,200

1,400

+5 HD

+1 ML; empathy with rider

95-97

7

6,400

7,001

6,400

2,300

+6 HD

+1 bonus to one attribute

98-99

8

12,000

12,501

12,500

3,400

+7 HD

+1 to natural AC

100

9

24,000

25,001

25,000

4,800

+8 HD

+1 damage per attack

10

36,000

50,001

50,000

6,400

+1 hp*

+1 ML; telepathy with rider

11+

Etc.

+2 hp*

+1 bonus to one attribute

(*) +1 hp per level above 9. Destrier receives instead +2 hp per level above 9.


Rare Abilities: At level 9 and every 9 levels thereafter (for B/X-BECMI) or every 3 levels thereafter (for other OSR games), one rare ability may be earned in addition to those listed in the Advancement Table. A mount can earn up to 4 rare abilities. Roll percentile dice on the list below. Duplicate scores increase a previously earned ability (for example, twice per day instead of once, an extra language, an extra MV bonus, an extra immunity, an extra 20% regeneration ability, etc.) For each rare ability earned, add +10% to the next roll (therefore, after the equivalent of 3 rare abilities is earned, the last roll receives a +30% bonus). A "None" result contributes to the +10% bonus. A DM should consider whether to require a quest or some other course of action to justify acquiring a rare ability; simply picking one reflecting a past adventure's feature is another valid approach. Fer sure, these abilities are as rare as rocking horse manure.

 

Rare Abilities

01-15

None

16-35

Speaks a language (Roll 1d6: 1-4. Preferred race, owner's, or Common if none, 5-6. Other plausible at the DM’s discretion)

36-55

Add +10’ to base MV rate/round

56-65

Immunity to one type of attack (at the DM’s discretion or roll 1d8: 1. Poison, 2. Fire, 3. Electricity, 4. Ice, 5. Acid, 6. Level drain, 7. Mind-affecting attacks, 8. Spells level 3 or lower)

66-75

Can only be hit with +1 or better magic weapons

76-85

Can fly (add +40’ to MV rate/round when flying)

86-95

Can turn invisible once per day

96-105

Regenerates 20% of its hit points per day

106-115

Can shift into other planes once per day

116-125

Can teleport once per day

126+

Immune to natural or magical aging at maturity; needs neither food nor water; earns dark vision and True Seeing.

 

Ages and Market Values


Age Groups

d%

Age

Effect

Market Value

01-20

Young

–1 Con, –1 Str

–20%

21-60

Mature

None

Unchanged

61-85

Middle Aged

–1 Con

–10%

86-95

Old

–1 Str, –1 Dex,

MV/round –10’

–30%

96+

Ancient

–1 Con, –1 Str,

MV/round –10’

–60%

…or don’t look a gift horse in the mouth.

            Donkeys and horses live at least 25 years, or 35 for mules, barring injury, or illness. Add the mount’s Con bonus x6 to its lifespan (for the AD&D game, use the warrior’s Con bonuses). Roll percentiles on the Age Group table on right, and add +2 per level of the mount to the score to find the actual age of the mount. For example: a player rolls a 50% score, meaning that the horse has lived 50% of its 25-year lifespan (round up); if the mount has reached level 10, the adjusted score would be 70%. Nonetheless, a ragged colt may make a good horse.

            Maturity occurs at 5 years old for donkeys, 6 for horses, and 7 for mules, regardless of longevity. Effects of young age are canceled when reaching maturity; effects of older age groups are cumulative. Each breed’s description sets its base market value. Reduce this value by another 10% for each of the following: wild, untrained, sick, or lame. For example: a very old and lame nag suffers –2 Str/Con, –1 Dex, –20’ to its MV/round, and a market value reduced by 70%. Effects listed in the Age Group table do not affect longevity. If a mount is immune to natural or magical aging (see Rare Abilities, earlier), its age group resets to mature and no longer changes. Someone with horse husbandry skills or with a horsemen culture should be able to estimate an equine’s general age group. And don’t ever forget that if wishes were horses, beggars would ride.

 

Wild Horses Couldn’t Drag Them Away:   Horse Archers

            Before I finish this article, here are ideas on the subject of mounted archery, in the event no rules are available in the chosen game mechanics.

            Skills & Weapon Proficiencies: Shooting arrows from horseback when stationary requires at least basic riding skills for the chosen mount and basic weapon proficiency. Shooting while the mount is moving requires the next skill level in both riding and in weapon proficiency (“skilled” weapon mastery with B/X-BECMI or a simple weapon specialization with AD&D games). Shooting from a stopped chariot requires basic archery proficiency but no riding skill. Shooting from a moving chariot requires at least basic charioting skills and the next best weapon proficiency.

            Shooting arrows from horseback or from a chariot incurs a –2 penalty to hit for each instance of a missing or insufficient skill level or weapon proficiency, conceivably up to –8 in the worst-case scenario. Shooting while moving incurs an additional –2 penalty to hit; shooting at a moving target incurs another –2 penalty, plus range penalties. Don’t even bother with shooting while intoxicated. One small bit of good news though: riding a gaited horse or a steppes pony reduces the penalty for shooting while moving to –1. Oh dear, I’m getting a charley horse!

            Weapons: Longbows and heavy crossbows cannot be used as missile weapons from moving chariots or ever from horseback. For B/X-BECMI, arrows loosed from short bows inflict 1d6 damage at ranges 50/100/150; a recurve bow’s range ought to be 50/100/180. In either case, if skills or weapon proficiencies fall short of the above requirements, arrow damage drops to 1d4 (crossbow quarrel damage is never reduced this way).

 

Hold Your Horses!   Riding Checks

            Not to be confused with writing cheques which incurs no penalty whatsoever unless your account is overdrawn, riding checks are based on Dexterity rather than handwriting. Simply riding a mount requires no dice roll. Lack of riding skill, however, incurs a –4 penalty when dice are rolled. A check is only needed for special occasions, as follows:     (hoping you get a kick out of this.)

·  Jumping over an obstacle

·  Riding up or down a very steep slope

·  Riding across a river 5’ deep or more

·  Getting the mount to back up

·  Getting a recalcitrant mount to obey

·  Riding a bucking or rearing mount

·  Riding a mount suddenly stopping or bolting

·  Preventing a spooked mount from bolting

·  Stopping a mount wildly fleeing

·  Ducking low branches during a full-speed gallop

·  Jumping off a saddle from a moving mount

·  Standing on top a moving mount (–2 penalty)

·  Jumping from a moving mount to another (–2 penalty)

·  Performing acrobatics while mounted (–4 penalty)

·  Accurately tossing a beer to the DM and earning brownie points (+2 bonus)

 

Don’t Beat a Dead Horse:   Mistreatment

            Any time mounts are mistreated, DMs are well within their rights to demand a new reaction check for the offending rider. The check includes all modifiers for the rider and the mount. Mistreatment includes needlessly exposing a mount to combat damage, repeatedly pushing a mount beyond its normal performance envelope, and general neglect.

            Reaction checks due to mistreatment incur an extra –3 penalty in addition to all other modifiers. Multiple rolls due to persistent mistreatment cumulate –3 penalties and negate any further XP gains for the mount. If the rider’s chances of succeeding a reaction check are reduced to zero or negatives, the mount will attempt to flee at the first opportunity. Effects of failed checks (including –3 penalty/penalties) remain in play until one succeeds, when the rider levels up. In the case of egregious maltreatment, DMs may forfeit one or more rolls and consider the mount altogether irritated with its rider. So, hey, get off your high horse.

 

Working Like a Horse:   Coming Next

            Exotic rides such as camels, llamas, giraffes, zebras, gnus, elks, moose, bulls, bison, elephants, rhinos, ostriches, giant boars, dire wolves, and whatever else I can think of. By the way, did you know a camel is a horse made by committee? Feel free to make suggestions before I put this horse to pasture.

 

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